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Farbg tiles have an option to switch between static/dynamic, but it doesn't work now. They're static all the time, regardless which option is selected. I would like having them possible to change to dynamic back again.

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I want to assure, if this is permanent or temporary situation? Hopefully one day all will come back, otherwise on the run maps lose a lot.

Player hitbox size and weapon origin same as the standard player size, same apply to some minor issues like the size of the bullets shells, dropped magazines, etc.

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Here to you:

Anyway this hitbox issue is the lesser evil if you fight with melee, the biggest is what KliPeH said about what I tried to say about the wrong positioning of all the weapon emitters (projectile and muzzle flash spawn position, bullet shells spawn position and their sizes), cause...

My antivirus update was downloading and i joined a local server which was nearby to my location. Still i was having 2000 ping. That was usual but i
could notice a difference this time.

The game speed changed by itself, something like x2 of the usual. I found i could sprint really fast and every...

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This has been around since the first versions of the game.
If the client thinks it's lagging behind it will try to speed up and vice versa. It's not optimal in SFD but as long as you don't have any sever network jitter it's OK.

The score always resets when we enter the new zombie mode stage, it's kind of annoying because I can't leave a server open without the score constantly resetting, this makes racking up wins a bit of challenge. I think it's because I usually set map rotation to official maps only and Zombie map is...

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The whole map rotation feature right now only rotates between all installed maps if they are official maps. The survival map is an official map.
Once we start to create more survival maps and campaign maps (and other type of maps) for future updates we need to refine this so you can select a...

When you hit the print button for a screenshot and then you paste the result in the script editor you will see the screenshot in it, since there aren't any practical uses for it I think is not a wanted behaviour.

Now I take this oportunity to ask, if the script editor can handle images, will there...

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The script editor is actually a rich text edit field (RTF) for simplicity when it comes to multiline, indent and scrolling.
Images or any other formatting in this textbox is never actually saved. So closing it and opening the editor again and the image is gone.

You can grab any ledge while you're in the air that's a certain distance above ground and that's somewhere between 75 to 125 degrees and you can hold onto that ledge as long as you as a player is between +/- 45 degrees.
Going down through platforms registers you as being in air (and...

While testing with the ProjectileCritChanceTakenModifier PlayerModifier, I have found that setting the modifier to 0 stops the player from taking all crits except for those caused by multiple-bullet instances, such as when getting hit by all of a shotgun's pellets.

Here I have set my...

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We have a concept of knockbacks in SFD when absorbing enough bullets. The knockback act like a crit but is not a random crit. There's no modifier for adjusting the knockback from projectiles today. The knockback is the reason why you eventually always fall over when getting shot by rifles...

This is simple, but slightly hard to explain, so I'll give a situation:
A player fires some bullets out of their assault rifle while their ProjectileCritChanceDealtModifier is at default, causing each bullet to have a default crit chance upon being shot. However, when that player's...

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It's actually by design right now.
The ProjectileCritChanceDealtModifier and ProjectileDamageDealtModifier are read from the projectile's owner at the point of impact. We intend to use these in the future but we do not intend to change the modifiers live like you do on players.

I tested every component of Bamboo Scaffold to check if they caught fire, all of them except 00A did. I then stretched the piece out to be covered by a wider flame spread, and the same result happened.

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This is by design, since fire covers the entirety of a tile and this one has a bunch of negative space in the middle.

I used a DialogueTrigger and I had it activate, but not have it attached to an object, and it displayed the ms count for display. I assume this is normally a debug feature, but in this case it triggered outside of debug mode.

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No, this is by design. Certain new triggers and information will be shown while you test your map in the editor - but only while testing the map in the editor.

I've noticed this predominantly whilst playing the Basketball map, but weapons will take damage when thrown even when '/ia 1' has been executed.

Also, hitting the player doesn't cause damage to the weapon, only throwing the weapon will.

Discovered in PreAlpha 1.10.2b

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This is not new. /ia 1 is just a cheat. That happens too with melee weapons. Remember that /ia 1 it's just Infinite_ammo . You know you will have infinite bullets, but that doesn't count when you throw weapons. Weapons absorbs thrown damage. /ia 1 doesn't make the weapons invencible. They can still...

Say you uppercut a player and they get back up while you're still attacking them. For some reason they wouldn't need to block or wait for the other player to stop attacking, they can just go through with their attack whether it be a sneaky throw, a punch back, or grab.

I don't know if it's by...

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Getting pushed up against a wall and beaten down sounds like poor positioning mixed with bad melee choices. On top of that, we already have the new hitstun immunity that happens when you're hit too many times, so I feel like there's a lot of overkill here that gives too much to players who are...

As some of you may know, Alpha 1.1.0 has came out yesterday. One thing that came with this was R as a button for grabbing. Sounds good, eh? Yes, it does...

HOUSTON, WE'VE GOT A PROBLEM!

Yeah, so here's the problem. When it was Alpha 1.0.0, the buttons for grabbing were A and D. Now we've got R as...

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This is actually what makes the grab powerful. Since with the A+D, you can block, cancel that and instantly grab after that. And if done right, you can grab someone in the middle of their 3-hit melee combo. Is the grab really that quick? It feels like it's somehow faster in that situation.

Sometimes, the other explosive part of a red barrel that is ejected when it explodes sometimes just doesn't explode but lands somewhere and lays there. It will only explode after someone touches it, kicks/punches it or shoots it. This is very common...

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I kind of have mixed feelings for this.

I loved it when a red barrel wreck would go where i wanted it too and then kill whoever it landed on, but now it gives some people a chance to keep living, and at the same time just moves a hazard somewhere else. This is a bit silly but i guess i can accept...

You know the sounds in the installation folder? Most of them can be played, but some of them can't. I would be great if we could like play the title song in the bg...

Is this a bug, or are they blocked for not being used by noobs in their games with 100% volumes?

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Playing sounds via script is undocumented feature atm. The name as you see in the installation folder is not always the same as the sound ID you need to in order to play them. Music will not come until later versions.

Just look the video and you will understand, there are this bug with all weapon

The poster of this thread has been issued a warning for breaking the following forum rule:
Rule #10 - Post descriptive topic titles.

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I don't see anything special.

The items have always passed through smaller objects (and other special objects) when underneath them. The same model is used when items drop from supply crates, when you drop your weapon or throw it. This has been around even before throwing.

I was writing some script when I noticed that the memory used by SFD was weirdly too much.

When the game starts it has about 130 MB of ram in use, if you play official maps it won't rise more than 150 but I saw the game go over 300MB with one of my scripts, I also paid more attention by removing...

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Don't worry about it. The garbage collector can make your specific map raise the memory up to 800 MB on my computer if I keep pressing the button before the GC decides it's time to collect then it drops down again. If I force a call to GC.Collect() inside SFD in the SetText() function it stays...